Accounts of video game play developed from an ethnomethodological and conversation analytic (EMCA) perspective remain relatively scarce. This study collects together an emerging, if scattered, body of research which focuses on the material, practical "work" of video game players. The study offers an example-driven explication of an EMCA perspective on video game play phenomena. The materials are arranged as a "tactical zoom." We start very much "outside" the game, beginning with a wide view of how massive-multiplayer online games are played within dedicated gaming spaces; here, we find multiple players, machines, and many different sorts of activities going on (besides playing the game)...

Science, technology, engineering, and mathematics (STEM) disciplines commonly illustrate 3D relationships in diagrams, yet these are often challenging for students. Failing to understand diagrams can hinder success in STEM because scientific practice requires understanding and creating diagrammatic representations. We explore a new approach to improving student understanding of diagrams that convey 3D relations that is based on students generating their own predictive diagrams. Participants' comprehension of 3D spatial diagrams was measured in a pre- and post-design where students selected the correct 2D slice through 3D geologic block diagrams...

Video games are ideal platforms for the study of skill acquisition for a variety of reasons. However, our understanding of the development of skill and the cognitive representations that support skilled performance can be limited by a focus on game scores. We present an alternative approach to the study of skill acquisition in video games based on the tools of the Expert Performance Approach. Our investigation was motivated by a detailed analysis of the behaviors responsible for the superior performance of one of the highest scoring players of the video game Space Fortress (Towne, Boot, & Ericsson, )...

Using an observational sample of players of a simple online game (n > 1.2 million), we are able to trace the development of skill in that game. Information on playing time, and player location, allows us to estimate time of day during which practice took place. We compare those whose breaks in practice probably contained a night's sleep and those whose breaks in practice probably did not contain a night's sleep. Our analysis confirms experimental evidence showing a benefit of spacing for skill learning, but it fails to find any additional benefit of sleeping during a break from practice...

We analyze the cognitive strategies underlying performance in the Number task, a Math game that requires both arithmetic fluency and mathematical creativity. In this game all elements in a set of numbers (for instance, 2, 5, 9) have to be used precisely once to create a target number (for instance, 27) with basic arithmetic operations (solution: [5-2] × 9). We argue that some instances of this game are NP complete, by showing its relation to the well-known Partition problem. We propose heuristics based on the distinction in forward and backward reasoning...

During communication, we form assumptions about what our communication partners know and believe. Information that is mutually known between the discourse partners-their common ground-serves as a backdrop for successful communication. Here we present an introduction to the focus of this topic, which is the role of memory in common ground and language use. Two types of questions emerge as central to understanding the relationship between memory and common ground, specifically questions having to do with the representation of common ground in memory, and the use of common ground during language processing...

Tetris provides a difficult, dynamic task environment within which some people are novices and others, after years of work and practice, become extreme experts. Here we study two core skills; namely, (a) choosing the goal or objective function that will maximize performance and (b)a feature-based analysis of the current game board to determine where to place the currently falling zoid (i.e., Tetris piece) so as to maximize the goal. In Study 1, we build cross-entropy reinforcement learning (CERL) models (Szita & Lorincz, 2006) to determine whether different goals result in different feature weights...

Phenomenal intentionality is a view about the representational content of conscious experiences that grounds the content of experiences in their phenomenal character. The view is motivated by evidence from introspection, as well as theoretical considerations and intuitions. This paper discusses one potential problem with the view. The view has difficulty accounting for the intentionality of color experiences. Versions of the view either fail to count things as part of the content of color experience that should be counted, resulting in verdicts that some color experiences are inaccurate which should not be, or they admit properties as part of their contents that ought not to be admitted, resulting in color experiences being considered to be accurate when they ought not to be considered so...

Is color experience cognitively penetrable? Some philosophers have recently argued that it is. In this paper, we take issue with the claim that color experience is cognitively penetrable. We argue that the notion of cognitive penetration that has recently dominated the literature is flawed since it fails to distinguish between the modulation of perceptual content by non-perceptual principles and genuine cognitive penetration. We use this distinction to show that studies suggesting that color experience can be modulated by factors of the cognitive system do not establish that color experience is cognitively penetrable...

This paper considers whether there can be any such thing as a naturalized metaphysics of color-any distillation of the commitments of perceptual science with regard to color ontology. I first make some observations about the kinds of philosophical commitments that sometimes bubble to the surface in the psychology and neuroscience of color. Unsurprisingly, because of the range of opinions expressed, an ontology of color cannot simply be read off from scientists' definitions and theoretical statements. I next consider two alternative routes...

It is well established that language production and comprehension are influenced by information status, for example, whether information is given, new, topical, or predictable, and many scholars suggest that an important component of information status is keeping track of what information is in common ground (i.e., what is shared), and what is not. Information status affects both speakers' choices (e.g., word order, pronoun use, prosodic prominence) and how listeners interpret the speaker's meaning (e.g., Chafe, 1994; Prince, 1981)...

In a matter of mere milliseconds, conversational partners can transform their expectations about the world in a way that accords with another person's perspective. At the same time, in similar situations, the exact opposite also appears to be true. Rather than being at odds, these findings suggest that there are multiple contextual and processing constraints that may guide when and how people consider perspective. These constraints are shaped by a host of factors, including the availability of social and environmental cues, and intrinsic biases and cognitive abilities...

During dialog, references are presented, accepted, and potentially reused (depending on their accessibility in memory). Two experiments were conducted to examine reuse in a naturalistic setting (a walk in a familiar environment). In Experiment 1, where the participants interacted face to face, self-presented references and references accepted through verbatim repetition were reused more. Such biases persisted after the end of the interaction. In Experiment 2, where the participants interacted over the phone, reference reuse mainly depended on whether the participant could see the landmarks being referred to, although this bias seemed to be only transient...

Horton and Gerrig (2005a) outlined a memory-based processing model of conversational common ground that provided a description of how speakers could both strategically and automatically gain access to information about others through domain-general memory processes acting over ordinary memory traces. In this article, we revisit this account, reviewing empirical findings that address aspects of this memory-based model. In doing so, we also take the opportunity to clarify what we believe this approach implies about the cognitive psychology of common ground, and just as important, what it does not imply...

Past research has sought to elucidate how speakers and addressees establish common ground in conversation, yet few studies have focused on how visual cues such as co-speech gestures contribute to this process. Likewise, the effect of cognitive constraints on multimodal grounding remains to be established. This study addresses the relationship between the verbal and gestural modalities during grounding in referential communication. We report data from a collaborative task where repeated references were elicited, and a time constraint was imposed to increase cognitive load...

Most cognitive psychology experiments evaluate models of human cognition using a relatively small, well-controlled set of stimuli. This approach stands in contrast to current work in neuroscience, perception, and computer vision, which have begun to focus on using large databases of natural images. We argue that natural images provide a powerful tool for characterizing the statistical environment in which people operate, for better evaluating psychological theories, and for bringing the insights of cognitive science closer to real applications...

The field of psychology, including cognitive science, is vexed by a crisis of confidence. Although the causes and solutions are varied, we focus here on a common logical problem in inference. The default mode of inference is significance testing, which has a free lunch property where researchers need not make detailed assumptions about the alternative to test the null hypothesis. We present the argument that there is no free lunch; that is, valid testing requires that researchers test the null against a well-specified alternative...

How many words-and which ones-are sufficient to define all other words? When dictionaries are analyzed as directed graphs with links from defining words to defined words, they reveal a latent structure. Recursively removing all words that are reachable by definition but that do not define any further words reduces the dictionary to a Kernel of about 10% of its size. This is still not the smallest number of words that can define all the rest. About 75% of the Kernel turns out to be its Core, a "Strongly Connected Subset" of words with a definitional path to and from any pair of its words and no word's definition depending on a word outside the set...

The very expertise with which psychologists wield their tools for achieving laboratory control may have had the unwelcome effect of blinding psychologists to the possibilities of discovering principles of behavior without conducting experiments. When creatively interrogated, a diverse range of large, real-world data sets provides powerful diagnostic tools for revealing principles of human judgment, perception, categorization, decision-making, language use, inference, problem solving, and representation. Examples of these data sets include patterns of website links, dictionaries, logs of group interactions, collections of images and image tags, text corpora, history of financial transactions, trends in twitter tag usage and propagation, patents, consumer product sales, performance in high-stakes sporting events, dialect maps, and scientific citations...